[Sunberth] NPC/Location Requests

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[Sunberth] NPC/Location Requests

Postby Erik Murphy on January 28th, 2016, 7:34 pm

Lets face it, there are just as many places to fight as there are taverns and whorehouses but here's an idea I had that might work for Sunberth. It'll need more work, a rename and a couple of pictures with some greater fleshing out but I just thought I'd throw it out there and if you like it, feel free to do what you want with it. :)

The Meatworks

The Den has the Blood Pits, the Bay has Tall Johnny's Cages and Slaver's Row has The Meatworks. There was enough blood flowing round Sunberth to keep any thirsty physcopath statisfied but for some, men had lost their appeal. They wanted to see true animals fight, not the screwed sadists that weren't worthy of the title.

Nestled in the back of the city was a a weathered old building, its wood worn, scarred and splattered with blood. Any windows that had once let light flow in freely had been boarded up and forgotten. In late evening when night fell and the moon hung high the sky, barking and growling could be heard from men and beast alike. Cheering and screaming often resonated through the walls as depraved individuals watched the fights unravel before them.

Stepping into the building one would find the air thick with smoke, sweat and a thick jostling crowd. There was no bar or seating, just a simple ring with a wooden fence three feet high to separate the crowd from the fight. The ring had one wooden gate and caged path beyond it, leading off into a backroom where no man but Logan McConner was allowed. If a poor soul managed to sneak into the back room they would find it lined with various cages, filled all sorts of vicious dogs amongst other more wild animals the owner had managed to procure before a pack of guard dogs ripped out his throat.

The Meatworks had many events, all of which were gambled upon by a set of designated bookmakers, all of whom paid a handsome cut to Logan. Sometimes they were fairly tame, how many Brats a dog could kill in allotted time or two roosters pecking each other to death. More often than not it was two dogs fighting each other, whether Logan was testing his own beasts against each other though he frequently enjoyed testing his own breeds against any outsider who wished to put his dog on the line. It had even become a common practice to capture a decent looking stray to fight in the ring, both dealing with the problem of wild dogs and giving the "owner" a chance to line his own pockets though Logan outright refused to even test his pack against a skinny mutt that was nearly dead.

On occasion bulls, bear or other animals of the kind would be brought in to fight against his pack, what few farmers that existed in Sunberth were happy to save both the trouble of slaughter and the accept some Mizas for sentencing its beast to death. Rarely though did Logan accept humans as worthy opponents, he had little respect for humans themselves and would only let them fight if they were skilled as unarmed opponents as he refused to allow armed or armoured men into his ring. If they wanted to fight, they had to fight like an animal.

Once a fight is over, the bodies are quickly removed to the back room to be dealt with. Most assume that they are fed to the animals he keep in his cages but rumour has it that Kane Baker has been seen hovering around The Meatworks after dark.

 
NPC 1
ImageName: Logan McConnor
Race: Human
DoB: Fall 78, 483 AV (31 years old)
PoB: Sunberth
Title: Kennel master
Skills: Animal Husbandry (67), Intimidation (43), Weapon - Cleaver (31), Butchery (30), Organisation (17), Gnosis: N/A
Additional Info: Born and raised in Sunberth, Logan never an ideal childhood by the standards of any city. He was the son of butcher, an abusive man with a chip on his shoulder who frequently took his anger regarding his inadequacies out on his son. Whether through nature or nurture Logan soon became a tortured soul, no child wanted to be seen playing with him and so he turned to stray dogs as both a comfort and an outlet for his rage.

He took a job at Killroy's Kennel when he was old enough to hold a pitchfork and start shovelling horseshit. He never cared much for the beasts under Killroy's ownership bar the dogs he kept. Over the years he assumed more responsibility in Kennel's, first cleaning them then training them and finally breeding them until he became the unofficial Kennel master. Rumour has that he garnered his desire to breed the perfect fighting dog when his father came to the Kennel's, still after all his years taking his anger out on his now adult son who had always lacked the Butcher's own brute force, and in the heat of the moment had ordered his dogs to attack.

From then on he became obsessed with the concept of the perfect breed, mixing wild dogs with obedient breeds as he neglected his duties to Killroy and his business. He was eventually fired when a potential buyer tried to buy one of his earlier attempts at this perfect breed and instead found his neck decorating the walls. He didn't leave willingly, instead forced out by Killroy's thug onto the street with nought but a pouch of gold.

No-one knows where he got the money to set up his dog pits nor the beasts to fill the cages. Most dismiss the fire that spread through Kennels and killed Killroy as an unrelated event, but some are suspicious that none of Logan's dogs perished in the fire nor could be found afterwards.

Now he runs the Meatworks, always followed by a pair of the feircest dogs he had bred that still retained the itelligence to only obey him. He's not finished yet, The Meatworks will only be closed when he has the perfect breed at his disposal and he won't accept anything less.
 
NPC 2
ImageName: Garreth "The Filcher" Beckett
Race: Human
DoB: Summer 86, 464 AV (52 years old)
PoB: Zeltiva
Title: Bookmaker
Skills: Mathematics (57), Observation (41), Negotiation (39), Larceny (30), Rhetoric (27) Gnosis: N/A
Additional Info: Born in Zetliva's rough East Street, Garreth is practically the embodiment of wasted potential. He was the son of cobbler and at young age he displayed a remarkable knack for numbers, his skill was hardly of genius levels but for a boy with little formal education he had a clearly a mind for mathematics. His father worked hard to pay for his tuition in the University, hoping one day that his invest would pay off and he would be lifted from the slums but Garreth proved to be one big disappointed after another. For a time his rebellious nature was forgiven, he showed real promise in classes and what was few missing Mizas here and there anyway?

It wasn't larceny though that forced him out of Zeltiva, it was boredom. Amongst the educated snobs of the University he found himself both a social outcast and incredibly bored with their stupidity. He knew full well that his father would either force him back into the Univeristy if he left or make him pay back ever single coin back so instead he packed his bags and left for the city of Sunberth.

Will most outsiders struggled with its nature, Garreth on the other hand embraced it. Betting on everything he could find someone willing to match and in Sunberth there was always someone willing to make a bet. Nowadays he is one of Sunberth's most prolix bookmakers, matching his sharp mind with a silver tongue as he worked the various fighting pits of the city with ease and took larger, more risky bets for an addictive high.
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“And you have your part to play, Erik. You will be fooled, like most, but you will survive. You might even benefit it all. Hold history close to your chest, young man. That’s my advice.”
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[Sunberth] NPC/Location Requests

Postby Lo'campo on February 27th, 2016, 1:56 am

Sunset Quarter
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Overview

A cluster of one and two story buildings packed together make up an immersed set of alleyways, dead ends, and hole in the walls known as the Sunset Quarter. Being the only part of the city not in control of any of the major gangs, the Sunset Quarter is known to be the safest part of the city as well as the poorest. Majority of those that reside here are either homeless, poor, an orphan, deemed unfit for the more lively part of the city, or would rather sacrifice comfort and the high class living of Sunberth's standards for the increased safety and security of the Quarter. Entering the Quarter would require one to know the maze like alleys or have a good sense of direction seeing that there are no main roads or signs to direct anyone to a set destination. A person cannot simply navigate the side paths, each alley resembling the next, easily confusing those that do not pay attention. In some instances bodies of small children and those that had taken a wrong turn and ended up lost are found in the depths of the alleys.

Though the poorest part of the city, the buildings look fairly new, being rebuild after the the unfortunate fire of 511 A.V which claimed many of the old buildings, residents, and the beloved Cayln, though some of the ruble and ash can still be found by following the constant smell of burnt wood and other things that flow through the air. Living in the Sunset Quarter requires a lifestyle one would put in comparison of living among apes. The most elegant of the homes consist of a bed room, a second bigger room for cooking and dining either connected by a wall or by a flight of stairs, and a small closet space for toiletries being made up of a wooden bench with a hole for one to sit upon, with a bucket underneath to catch excrement and other bodily fluids, while apartments differentiate by sized rooms.

Like any neighborhood, there are those that make living in the area harsh, mainly consisting of thieves, or those running from their problems, bringing them to the Quarter, and thugs and troublemakers looking to harass the poor and homeless. Most of the residents from small groups of people who live altogether in a single home. It is every person for themselves and survival is the meaning of life. When it comes to the economic outlook, there is little to none. Mainly the reason why most gangs do not operate in this part of the city. One may find the alleys scattered with prostitutes that weren't pretty enough, or too flawed to work at one of the brothels, or a few drug dealers, even some that would do anything for a quick miza.

Mostly everything done business wise, is done by stealing, begging, by trade, or by exchanging one form of service for another; bartering. Being located across from the Seaside Market one could find many items stolen from vendors that were not keeping a watchful eye upon their goods, if looked for in the right place. What they lack in class, they make up for in talent, many of the people having some from of skill consisting of dancing, acrobatic feats, fighting, storytelling, stealing, running, scavenging, cooking, even being able to drink someone clean under the floor board and still being able to function. The Quarter in the shape of a diamond, evenly broken up into four sections.

Classes


The Poor: The poor section of the Quarter consists of residents that fall into the lowest ranking of the low class, living wages to wages with little to nothing left over, stretching what ever pay they receive to last them for the season. The rich of the poor, having clothing upon their backs though it may not be clean, and food in their bellies every night whether it be cold, stale, or moldy. They live in their homes either in groups, all chipping in to maintain the home, with their families, or by themselves with dusty blankets and rotting beds. This is the life when compared to the life lived in the other sections. This is as good as it could get.

The Poorer: Consisting of old rundown houses and apartments with boarded or no windows, the citizens of this section experience a good slice of the hardships that come with living in the slums. Further back into the depths of the alleys, they rarely get to visit the city unless it's a good reason or planned trip. They wear old torn clothing stained with what ever was picked up where they walked. They share homes with strangers, rooms filled with few beds and many spots on the floor cleared for each person to sleep on. Fights often break out over sleeping arrangements, beds and floor spaces often being taken by other occupants, or someone that is new to the home. Possessions being stolen or rummaged through whilst one is sleeping though others learn to live in harmony with each one another, it's every person for themselves. Some nights they go without eating, are mainly harassed by thugs and troublemakers, and are highly frowned upon by the higher classes outside of the Quarter.

The Poorest: Also known as the homeless section of the Quarter holds those that have fell hard from the pedestal of society. It mainly consist of alleyways filled with homeless men, women, children and animals alike. If a person is this deep into the Quarter, they either live here, are lost, or are looking for someone or some from of information. Banded together, the homeless make themselves somewhat as a small community, looking out for one another, constantly wandering the city learning information and selling it to who ever has the most coin. They sleep on the ground, huddled together, with their animals, or what ever they can find to cover with. Food is scarce unless it can be stolen or one is wild enough to eat anything or anyone, and winter is always harsh upon them. They are a humble people, wearing ragged clothing and smelling of piss. Many fights breaking out over sleeping grounds (territory) and new found treasures (shineys). In this part of the Quarter is filled with burned down or destroyed building. If not here, the homeless also frequent the main roads, begging for miza, food, and anything else they can get. The people are often used for cheap labor and other services. A man with no miza to his name will work for just about anything.

The OrphanageIf one wishes to escaped the violence and mistrust of the city of Sunberth and live behind the protection of large iron gates, they could try proving themselves useful enough for the orphanage. Recently owned by Cayln, this is the only significant building left standing from the fire that had claimed many buildings and lives from the Quarter. Currently owned and operated by Jilene Ironside, it houses orphans, and those who are able to prove themselves to be of use around the building and able to pay rent. Having piece of the building being of old and new since being rebuilt from the fire, the structure stands three stories tall, one of the highest standing buildings in all of Sunberth. Upon passing the gates that block the entrance to the yard, and entering the building, one would notice the square lobby with two staircases to both sides of the door.

At both sides of medium sized room are two conjoining rooms that act as a lobby and playroom for orphans and tenants alike. To the back of the room is the dining room that holds many tables and a counter top for holding food waiting to be served. To the back of the dining room lies a kitchen filled with barrels and crates mostly that are empty along with two large furnaces and boiling pots for cooking. On both sides of the kitchen are storage rooms where more supplies, spices, and herbs sit in containers.

The first floor belongs to those of importance to the orphanage. Jilene, and other staff members along with other tenants for a price. The second floor belongs to the orphans, each room filled with a row of eight beds on each side. The third floor is used to room tenants who in turn pay rent to Jilene who uses the money towards the orphanage for food, supplies, renovations and what ever else is needed. Outside there is a small one bed room home on the orphan grounds used as a shed for supplies and such.

Important Npc's


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Name: Dorris
Age: 230
Race: Konti
Gender: Female
Title: Grandma/ Grandma D/ Sweet o'l Dorris
Gnosis: Dorris has the ability to sense what is worrying someone.
Info: Dorris has seen and experienced just about everything that Sunberth had to offer. She'd come to the city as a slave before she gained her freedome many years ago. Afterwards, she went on to live her life to her ripe old age. She has worked in just about all of the taverns and small business, and has probably changed the diapers of all the now adults that reside in the city. She knows just about everyone and everyone knows her. They see her as a part of the city, even the most vicious thugs treating her with respect. She now sits in her home where she cooks meals for the hungry and sows clothing for those that need it, giving advice and a hot meal for anyone who wanders into her home.
Skills: Cooking: 42
Sewing: 51
Leadership:54
Logic:49

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Name:Pate Wormhand
Age: 20
Race:Human
Gender: Male
Title: Drug Dealer/Orphan King
Info: Pate grew up with a rough lifestyle with both his parents and a few other strangers in a shared home. He grew up constantly fighting over their possessions. Once he had lost a fight and suffered a large slash across his face. As he aged, he became to learn more about the horrible world that he was surrounded in. He constantly wished that he would have the funds to get his family out of the slums. He even took on a job shining shoes for petty miza. But it seemed that no matter the amount of miza he brought home, they still stayed poor. It wasn't until he was almost fully grown that he saw the world for what it really was. He had come home from shining shoes, eager to show his parents the 2 gold miza that he had managed to talk someone out of. Entering their shared home, he stood and watched as his parents sat in a corner with others in a group indulging themselves in drugs. It was then that he understood. No matter how hard a man worked, the money gained would compare to nothing a person would make bestowing an addiction upon someone else. He started small time, selling to those that he resided with, before expanding to his little section of the Quarter. He sells to anyone of any age, even children no younger than the age of eleven. He has a few others that he has selling drugs and giving him payment to which he pays the Daggerhands for protection. He also has a small business bending orphans to his will for food, jewelry, and anything else he boasts the young one's to steal. Only a selected few know what Pate looks like, and only three people can tell you were to find him, that being Dorris, Rats, and the Daggerhands neither of which release this information due to high risks. He is a name with no face, having so many of the older homeless children sell his drugs and regulate the younger children. Messing with Pate is just as bad as messing with the Daggerhand's money, and no one wants a visit from them. He is in rivalry with Jilene Ironside and the orphanage, though no hostile behavior shall ever errupt, he claims that she is stealing his business by taking in orphans in an attempt to give them a better life. In Pate's eyes, the life of dealing drugs is the life of the rich and successful.
Skills: Mathematics-40
Intimidation-45
Persusasion-50
Dagger-37

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Name: Rats
Age: 1
Race: Kelvic (Rat)
Gender: Male
Title: Hobo King
Info: Rats, the only name that people know him by, was a slave that had escaped to Sunberth in search of riches and glory. Like most in the city of sorrow, Rats arrived with dreams, goals and aspirations. Only to fall below the foundation of society, becoming one of the homeless residents in Sunset Quarter. Accepting his "destiny" as he likes to call it, Rats took on a father role among the homeless, giving them a place to call home. Going out gathering lost clothing, food, and warm blankets for his fellows to use. Rats has been in just about every nook and cranny of Sunberth. There is no part of the city that he hasn't explored, meaning that he could fine anything for a person if they have the coin and it's in the city. Being a kelvic rat has it's benefits, as in being able to move in secrecy learning information that one would hold secret. Secrets and information that come at a price. A heart of gold, Rats welcomes all without a home sharing what he calls "Legacy Alley" an alleyway where homeless come together laughing and sharing stories of past lives, and the latest gossip. He is a very intelligent man, often speaking vaguely and in riddles. Some even call him crazy, but one thing is for sure, if you ever are placing bets on drinking ale, he's damned there the best functioning alcoholic one could find.
Skills: Intelligence- 48
Stealth-36
Storytelling- 40
Foraging- 44

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Name: Jilene Ironside
Age: 26
Race: Isur
Title:Inkeeper/Orphan Mother/ Mama
InfoFive foot tall and as intimidating as a six foot brawler, Jillene is the new proprietor of the orphanage since the blaze engulfed so many lives and structures in the Sunset Quarter. It was impossible for anybody to get over the fire easily, but even more difficulty did people get over losing Calyn and accepting her unknown replacement, Jillene. There's not much known about her, except that she's blind and strict on the kids. Though she's not cruel or harsh, she does enforce a rigorous and slackless set of rules the kids must follow. Unlike Calyn, Jillene will toss them out into the streets if they refuse her demands, so those that need her have no choice but to accept her and her requests. She has a growing bone to pick with Pate Wormhand, also known as "Orphan King" who is well known for selling drugs to some orphans as well as getting them to do illegal deeds for him. The building mainly used as an orphanage for little ones, she also rents out rooms on the third floor for those that prove to be of use to the orphanage without bringing or causing more trouble than they already have, as well as pay rent on time and not minding sharing a building with orphans. Anyone who decides to bring harm or cause trouble for the orphans or orphanage, or decides to skip out on rent receive a mouthful from her, and a visit from Lo'campo. She is known to walk through the building making clicking sounds as she moved avoiding obstacles that block her path as if she could see. She also has impeccable hearing and sense of smell. For any traveling outside the orphanage she requires a guide usually an orphan.
Skills: Leadership-56
Childcare-47
Intimidation-43
Webbing-58
Blind fighting-32

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Name: Griff
Age: 25
Race: Human
Title: Cook
Info: Griff used to be an orphan at the Orphanage before the fire that engulfed the Quarter struck. He remembered Cayln and had many memories of the place that he returned to, surprised to see that the building still stood and operated under the new owner, Jilene Ironside. Gaining her trust and showing himself useful with his cooking skill, Griff now resides within the Orphanage cooking for the orphans for free, and anything outside of the three meals require a price for tenants. Though he's not a fighter, he cares and has great love for the orphans and the orphanage. Not afraid to run out duel wielding a pot and rolling pin ready to defend the children and building alike.
Skills: Cooking-58
Botany-47
Butchering-50
Food preservation-40

Image
Name: Yuivon
Age: 37
Race: Benshira
Gender: Female
Title: Nurse/ Nurse Yuivon
Info: Though born and raised in Sunberth, Yuivon grew up practicing he Benshira culture whilst growing up with her grandmother. She knows nothing of her real parents other than the stories that her grandmother could tell her, and that was if the elderly women had the strength to speak or could even remember. Yuivon's childhood consisted of her staying inside looking after her sickly grandmother, and though the child felt that she was helping her grandmothers condition better, it still did not stop the inevitable from happening. Yuivon took her grandmothers death as a failure. Thinking that if she would have had the knowledge, that she would have been able to help the only family she ever knew. She swore then that she would spend her life helping those that were sick like her sweet grandmother, teaching herself the ways of a doctor over the years, though not being greatly skilled, she worked on who ever would let her for miza in return. Not being able to keep her grandmother's home, she was kicked out, homeless wandering the streets of Sunberth until she stumbled across a large building filled with children. Taking it as a gift from her lost loved one, she quickly pounced at the opportunity. Getting the owner of the orphanage to allow her to help the children proved a difficult task. More difficult seeing that she was mostly fluent in Shiber, and though she spoke common really well, it was thick and broken up with her accent. After many bells of persuasion and halfway begging, she finally became Nurse Yuivon of the Sunset Quarter orphanage where she treats ill orphans , and tenants for a price. Always greeting people with a warm smile as her grandmother did others.
Skills: Medicine-47
Herbalism-34
Philtering-20
Socialization-32

Important PC's

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Name: Lo'campo
Age: 49
Race:Akalak
Gender:Male
Title:Guard/Laborer/Papa Campo/Mr.Campo
InfoWhen he first arrived to the orphanage, he was surprised to see the short blind woman stare him down with eyes of stone, ready to protect her orphans with all she had. He admired her, and for this reason he pledged himself to the orphanage and Quarter as a guard. In the beginning, many of the children were afraid of him, calling him names such as "Monster", and Jilene always kept a watchful eye on him. But as time passed and things happened, the Akalak proved himself to be a trusting person. The children now call him "Papa Campo" and Jilene constantly calls on him for many situations that require his assistance.

-Loxudeianis Basunreph Campo


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[Sunberth] NPC/Location Requests

Postby Zukai on January 9th, 2018, 6:04 am

Image
Name: Corine
Age: 25
Race: Human
Gender: Male
Title: Dragoon Raider
Skills: Weapon-Broadsword(20), Stealth(15), Leadership(19), Unarmed Combat(24)
Info: Corine became a member of the Sun's Birth from a young age. His father had been a member for most of the man's childhood. The young man had been mentored by several older members of the Dragoons. He was also taught by his own father after everyone else went to bed. The male stepped up after both his parents were killed by a rival gang. He has helped train new members since preparing to become a guardian.
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[Sunberth] NPC/Location Requests

Postby Regime on January 9th, 2018, 7:14 am

Image
    Corine the Dragoon Raider has been approved as a City NPC. :thumbsup:

To all others wishing to request an NPC: City NPCs are not PERSONAL NPCs.

City NPC's can be used by everyone in their threads.

Personal NPCs need to be approved through the help desk and then be added to your SS threads.
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[Sunberth] NPC/Location Requests

Postby Kelski on January 13th, 2018, 6:55 pm



Requested City NPC - Sun's Birth Gang - Occasional Guard For Kelski

 
NPCs
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Name: Darvin Steval
Race: Human
DoB: 462 (55) AV
PoB: Syliras
Title: Guardian
Skills: Daggers (55), Unarmed Combat (47), Blowgun (34), Philtering (29), Teaching (25), Poisons (22)
Gnosis: None

Darvin, in his prime, reached the rank of Chevalier in the Dragoons and was on a fast track to Captain. However, Darvin became seriously drug addicted around 513 due to events he never speaks of and continued to backslide, having been unable to throw the habit.

In recent years Darvin has continuously lost rank due to multiple incidents that usually involved his addictive personality. Darvin is simply the equivalent of a Guardian now. As an embarrassment to the Dragoons, it's surprising that no one has relieved him of his head yet, despite the fact that he's very good at combat and many younger members have came to him for training or to challenge his skills.

It's probably because of his other hobbies. Darvin makes drugs. He's been known to slip them to fellow Dragoons and those in his charge to 'test' his experimental philterings on.

Busted back to The Barracks and under Jaren's command, Darvin has found a place among the flunkies of The Barracks where he tends to do a great deal of personal favors for the Marshall who keeps him in drugs or supplies to experiment with making new drugs. His temper is uncertain at best, surly at worst, though he does have a soft spot for women.

Jaren uses him as security for shipments and as an armed guard on certain of his assets. In his spare time, Dravin messes with poisons and philtering, working on new drugs the Sun's Birth can sell. More than one mysterious fire has busted out around Darvin's quarters though the Guardian has been mysteriously elsewhere and able to account for his whereabouts to not be found responsible.


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They laugh at me because I am different.
I laugh at them because they are all the same.


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[Sunberth] NPC/Location Requests

Postby Regime on January 14th, 2018, 1:29 am

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    Darvin Steval the demoted drug addicted Guardian has been approved as a City NPC. :thumbsup:


To all those wishing to request an NPC: City NPCs are not PERSONAL NPCs.

City NPC's can be used by everyone in their threads.

Personal NPCs need to be approved through the help desk and then be added to your SS threads.
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[Sunberth] NPC/Location Requests

Postby K'irr Darkwater on January 31st, 2018, 12:24 pm

City NPC - The Drunken Fish - Bartender

Image
Name Aerin
Current Alias Ciranya "Cira" Palith
Race Human
DoB 20 Summer 493
PoB Sunberth
Title Bartender
Skills Acting (40), Brawling (25), Impersonation (45), Intelligence (40), Leadership (15), Storytelling (30)
Gnosis None
Languages Common (Fluent), Fratava (Basic)


Ciranya had always dreamed of getting out of Sunberth yet hasn't managed to find her way beyond The Drunken Fish.

A rough and tumble thing hailing from the Tent City, she grew up an orphan and spent the bulk of her formative years within the walls of the Orphanage. It was there she learned to weave stories and come up with identities and lives of people she saw from her window or in passing. She longed to be like the people she made up and it wasn't long before these pastlives became her own.

She used these skills in her favour once she came of age and found herself out on her own. She fell in with whomever would play in to her games, attaching herself to them as long as the lie held and only moved on once her story got shaky. She became something of a drifter, never truly aligning herself to any gang, and would find work here and there. She found she favoured barwork: as much as rowdy, drunken crowds could be difficult to manage, there was always at least one person she could captivate with her lies. There was something she found tantalising about convincing others she was something she was not and she fed off the high it gave her. The escape it gave her didn't hurt, either.

Her path eventually led her to to where she is now at the Drunken Fish and it is here she has remained the longest, nearing five seasons. It has been a tough gig that's truly tested her mettle - and she's gained a number of scars and broken bones to prove it - but she is in no hurry to leave. She revels in the lives of the people that come in and every day offers her a new opportunity to challenge her skills with the constant influx of new patronage.

Despite her tall tales and the various personas she has had over the years, she's an excellent source for city rumours and information.. albeit most are greatly embellished.

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[tab=Cira][img2=left]http://www.mizahar.com/forums/gallery/pic.php?mode=large&pic_id=58253[/img2]

[b]Name[/b] Aerin
[b]Current Alias[/b]  Ciranya "Cira" Palith
[b]Race[/b] Human
[b]DoB[/b]  20 Summer 493
[b]PoB[/b] Sunberth
[b]Title[/b] Bartender
[b]Skills[/b] Acting (40), Brawling (25), Impersonation (45), Intelligence (40), Leadership (15), Storytelling (30)
[b]Gnosis[/b] None
[b]Languages[/b] Common (Fluent), Fratava (Basic)


Ciranya had always dreamed of getting out of Sunberth yet hasn't managed to find her way beyond The Drunken Fish.

A rough and tumble thing hailing from the Tent City, she grew up an orphan and spent the bulk of her formative years within the walls of the Orphanage. It was there she learned to weave stories and come up with identities and lives of people she saw from her window or in passing. She longed to be like the people she made up and it wasn't long before these pastlives became her own.

She used these skills in her favour once she came of age and found herself out on her own. She fell in with whomever would play in to her games, attaching herself to them as long as the lie held and only moved on once her story got shaky. She became something of a drifter, never truly aligning herself to any gang, and would find work here and there. She found she favoured barwork: as much as rowdy, drunken crowds could be difficult to manage, there was always at least one person she could captivate with her lies. There was something she found tantalising about convincing others she was something she was not and she fed off the high it gave her. The escape it gave her didn't hurt, either.

Her path eventually led her to to where she is now at the Drunken Fish and it is here she has remained the longest, nearing five seasons. It has been a tough gig that's truly tested her mettle - and she's gained a number of scars and broken bones to prove it - but she is in no hurry to leave. She revels in the lives of the people that come in and every day offers her a new opportunity to challenge her skills with the constant influx of new patronage.

Despite her tall tales and the various personas she has had over the years, she's an excellent source for city rumours and information.. albeit most are greatly embellished.[/tab]
Last edited by K'irr Darkwater on February 17th, 2018, 9:18 am, edited 5 times in total.
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K'irr Darkwater
king tide
 
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[Sunberth] NPC/Location Requests

Postby Berkley Whispers on February 1st, 2018, 9:33 pm

    The Well

    In one of the lowest parts of the Sunset Quarter sits a well. It has long been defunct but still holds control over the immediate area as no shacks or shanties have been built within thirty feet of the stone. This is probably due to the heavy odor of sulfur and death coming up from the shaft. While being just another filthy piece of scenery, the well does serve a purpose- it’s the favored haunt of some of the forgotten children of Sunberth. This landmark has no special value nor is it particularly well-placed. In a heavy rain, the entire area might flood but it will drain down into the shaft and disappear quickly. The only reason any one ever intentionally visits the well is for information.

    NPC:

    Name: Shifty Shamus
    Age: Many
    Race: Human

    Info: Shifty Shamus is simply the name given to the ‘keepers’ of the well. This unofficial clan of children, teenagers and adults seem to take shifts being close to the dried up resource. They trade information in exchange for food, water, wine, drugs or favors but it’s never guaranteed. An offer might be too great of a request which could easily earn the inquirer a blade to the gut. On the flip side of the coin; there is no greater way to find the pulse of the city; the Sunset Quarter in particular.

    Must contact ST before gaining information from Shifty Shamus.


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[Sunberth] NPC/Location Requests

Postby Meriann on February 9th, 2018, 10:47 am

City NPCs


ImageName: Hiver
Race: Human
DoB: Age (69), born 449 AV
PoB: Sunberth
Title: Fisherman
Skills: Fishing (40), Unarmed Combat (15), Storytelling (40), Brawling (25), Teaching (20)
Gnosis: None
Languages: Common (fluent), Fratava (poor)

Hiver is a father, but by his own admission not a very good one. He grew up in Sunberth under a miserable bastard father who hated his guts for the simple reason that he had been born. His childhood was grim, but at least he had a father until he was older. Then he died, of a malaise, and Hiver was left with the old fishing boat his father had used for his whole life.

Around this time, he married a sailor woman, and he fathered two children. But their relationship broke apart when Hiver found out his wife had started taking drugs to counteract getting pregnant and was now addicted. Distraught, he tried to stop her in any way that he could, but no matter how much he fought her she always managed to find a way to get her fix. For years, the family battled on.

As the woman slumped into a brainless, numb state after a bad batch, Hiver was left with no choice but to end her life in an act that forever left mental scars across his psyche.

He has never truly healed from this terrible tragedy, even though he is a cheerful man fond of a good story and a good drink on the surface. The fact that his elder son is also an addict has gradually been dragging Hiver further and further into a black depression, but the one thing that keeps him going is earning enough money to escape their situation and move to a different city. Even in his old age, this thought gives him the motivation to get up at the crack of dawn each day and go fishing to earn their coin.

Hiver and his sons are most commonly found in the Drunken Fish Tavern, but can be seen elsewhere uncommonly.
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[img2=left]http://www.mizahar.com/forums/gallery/pic.php?mode=large&pic_id=58298[/img2][b]Name:[/b] Hiver
[b]Race:[/b] Human
[b]DoB:[/b] Age (69), born 449 AV
[b]PoB:[/b] Sunberth
[b]Title:[/b] Fisherman
[b]Skills:[/b] Fishing (40), Unarmed Combat (15), Storytelling (40), Brawling (25), Teaching (20)
[b]Gnosis:[/b] None
[b]Languages:[/b] Common (fluent), Fratava (poor)

Hiver is a father, but by his own admission not a very good one. He grew up in Sunberth under a miserable bastard father who hated his guts for the simple reason that he had been born. His childhood was grim, but at least he had a father until he was older. Then he died, of a malaise, and Hiver was left with the old fishing boat his father had used for his whole life.

Around this time, he married a sailor woman, and he fathered two children. But their relationship broke apart when Hiver found out his wife had started taking drugs to counteract getting pregnant and was now addicted. Distraught, he tried to stop her in any way that he could, but no matter how much he fought her she always managed to find a way to get her fix. For years, the family battled on.

As the woman slumped into a brainless, numb state after a bad batch, Hiver was left with no choice but to end her life in an act that forever left mental scars across his psyche.

He has never truly healed from this terrible tragedy, even though he is a cheerful man fond of a good story and a good drink on the surface. The fact that his elder son is also an addict has gradually been dragging Hiver further and further into a black depression, but the one thing that keeps him going is earning enough money to escape their situation and move to a different city. Even in his old age, this thought gives him the motivation to get up at the crack of dawn each day and go fishing to earn their coin.

Hiver and his sons are most commonly found in the Drunken Fish Tavern, but can be seen elsewhere uncommonly.


ImageName: Goddri
Race: Human
DoB: Age (37), born 481 AV
PoB: Sunberth
Title: Fisherman
Skills: Fishing (35), Storytelling (35), Brawling (30), Weapon: Dagger (30), Larceny (15)
Gnosis: None
Languages: Common (fluent), Fratava (poor)

Goddri is a drug addict, and has been ever since he was fifteen. Through his mother's blood, he inherited the same addiction that plagued her. For years he has fought the urge to take a hit, but time has gradually worn him down until he can no longer fight. For the most part, he is watched over by his father and his brother.

Goddri is a quiet man who rarely speaks, which often leaves people with the impression he is the wiser one of the two brothers. Yet as one gets to know him, the desperation becomes apparent through the cracks. A tightened fist, a spasm in the eye, dirty fingernails, cuts and bruises across his skin.
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[img2=left]http://www.mizahar.com/forums/gallery/pic.php?mode=large&pic_id=58299[/img2][b]Name:[/b] Goddri
[b]Race:[/b] Human
[b]DoB:[/b] Age (37), born 481 AV
[b]PoB:[/b] Sunberth
[b]Title:[/b] Fisherman
[b]Skills:[/b] Fishing (35), Storytelling (35), Brawling (30), Weapon: Dagger (30), Larceny (15)
[b]Gnosis:[/b] None
[b]Languages:[/b] Common (fluent), Fratava (poor)

Goddri is a drug addict, and has been ever since he was fifteen. Through his mother's blood, he inherited the same addiction that plagued her. For years he has fought the urge to take a hit, but time has gradually worn him down until he can no longer fight. For the most part, he is watched over by his father and his brother.

Goddri is a quiet man who rarely speaks, which often leaves people with the impression he is the wiser one of the two brothers. Yet as one gets to know him, the desperation becomes apparent through the cracks. A tightened fist, a spasm in the eye, dirty fingernails, cuts and bruises across his skin.


ImageName: Julian
Race: Human
DoB: Age (31), born 487 AV
PoB: Sunberth
Title: Fisherman
Skills: Fishing (25), Storytelling (40), Brawling (30), Larceny (40), Intimidation (25), Leadership (30)
Gnosis: None
Languages: Common (fluent)

Julian is a sprightly young man, all things considered. He is resourceful and entrepreneurial, with a bright grin and a cleanliness that stands him out from many in Sunberth... But instead of making use of his talents he steals from his father and from anyone gullible enough to trust him to fund his brother's drug habit.

There are a few reasons he does this, but mostly it stems from the thought that he wishes his brother could simply die so that his father and he could be better off and without worry. His childhood was hard, especially seeing his mother slowly dying, his brother following in the same path, and his father juggling responsibilities and grief. Julian had to be all smiles and all positivity to keep his father afloat when he was feeling his worst. As a result, Julian exaggerates his emotions to cover up the misery hiding under the surface. And he would not hesitate to kill anyone that threatened his family, despite the complex feelings he holds towards them.
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[img2=left]http://www.mizahar.com/forums/gallery/pic.php?mode=large&pic_id=58300[/img2][b]Name:[/b] Julian
[b]Race:[/b] Human
[b]DoB:[/b] Age (31), born 487 AV
[b]PoB:[/b] Sunberth
[b]Title:[/b] Fisherman
[b]Skills:[/b] Fishing (25), Storytelling (40), Brawling (30), Larceny (40), Intimidation (25), Leadership (30)
[b]Gnosis:[/b] None
[b]Languages:[/b] Common (fluent)

Julian is a sprightly young man, all things considered. He is resourceful and entrepreneurial, with a bright grin and a cleanliness that stands him out from many in Sunberth... But instead of making use of his talents he steals from his father and from anyone gullible enough to trust him to fund his brother's drug habit.

There are a few reasons he does this, but mostly it stems from the thought that he wishes his brother could simply die so that his father and he could be better off and without worry. His childhood was hard, especially seeing his mother slowly dying, his brother following in the same path, and his father juggling responsibilities and grief. Julian had to be all smiles and all positivity to keep his father afloat when he was feeling his worst. As a result, Julian exaggerates his emotions to cover up the misery hiding under the surface. And he would not hesitate to kill anyone that threatened his family, despite the complex feelings he holds towards them.
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Meriann
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[Sunberth] NPC/Location Requests

Postby Kelski on February 11th, 2018, 6:52 am



Requested City NPC - Tent City Denizen ~ Fortune Teller & Violinist

 
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Name: Mosa
Race: Human
DoB: 442 (75) AV
PoB: Denval
Title: Fortune Teller
Skills: Fortune Telling (85), Storytelling (68), Astology (54), Teaching (50), Busking (48), Play Musical Instrument (Violin) (42), Music Composition (40)
Gnosis: None

Mosa is one of those rare Denval survivors that ended up ultimately in Sunberth. Herself and her family managed to make it to Zeltiva on the flotilla. However, Mosa grew tired of Zeltiva, and made her way to Sunberth, following her Fortune Telling suggestions. She was looking for more than the stuffy University City could give her and Sunberth definitely was it. It wasn't as if she was reckless or thirsted for adventure. It was just that she wanted a city that was constantly changing, evolving, and one that had more flare and flavor to it than Denval and later Zeltiva could claim.

For years Mosa was a popular and sought after for her Fortune Telling ability and her gentle soft spoken voice. Having a track record of being rarely wrong, Mosa thrived. It was only after her eyesight began to fail and her ageing forced her to back off her work, did she come to realize she liked living in Tent City and witnessing the day to day comings and goings of its denizens.

When she grew tired of telling fortunes, Mosa would break out her violin and gently play it for busking coin. She still plays a bit of violin, though arthritis has slowed her down considerably. And she will throw bones or read cards if asked. One just needs to figure out her location and have coin in hand.

Mosa likes company and is a great storyteller. She will even teach people Fortune Telling and Violin if they ask her nicely and bring around a hallway decent instrument.


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They laugh at me because I am different.
I laugh at them because they are all the same.


Painted Sky Jewelry (The Wildlands) | Crossroads Jewelry (The Outpost)
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Kelski
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